That map looks AMAZING! I almost can't believe this is the first one you've made! They layout is clean, while still being visually really interesting. You get full marks on both gameplay and aesthetics.

The only two things I could remark is that the unaccessible house and the tall grass on the river bank are looking a bit out of place in such a small town, but that's a pretty minor thing.

Honestly, the real advice I can give you right now is to continue mapping like this. Looking forward to see more from you!

100% Certified Snorlax

I've been working on this for a day or two. (I wanted to try out Gen 2-style mapping, since I've always leaned towards Gen 3 and Gen 4 styled maps in the past. (Those maps weren't any good anyways though, so not worth showing off.))
The big building is supposed to be an airport, but I haven't gotten to making any custom graphics yet.

Rookie

That map looks AMAZING! I almost can't believe this is the first one you've made! They layout is clean, while still being visually really interesting. You get full marks on both gameplay and aesthetics.

The only two things I could remark is that the unaccessible house and the tall grass on the river bank are looking a bit out of place in such a small town, but that's a pretty minor thing.

Honestly, the real advice I can give you right now is to continue mapping like this. Looking forward to see more from you!

Thank you for the feedback ! I'm glad you liked the map, and am pretty proud of it ! I, as you suggested replaced the unaccessible house with a regular one, and got rid of the tall grass !
Now i will continue mapping once i am done trying to work out these awful collisions errors and bugs i don't even understand and the overlapping elements. (I could use some help with that, if anyone could i'd greatly appreciate it)

You did a great job on all of them. The only thing I personally dislike is how much less saturated your trees are compared to your water and buildings. Maybe if you made the trees a tiny bit more vibrant the map will blend better.

I think you did quite well for a first map! The borders where the water meets land have a very nice feel to them, almost like the natural curves a boundary like that would make! (I say "almost" only because there's no way to make it quite that realistic with a grid-based design, lol)

I agree that it does feel rather empty for a town, but I think it doesn't even have to be a town if you'd be willing to repurpose it. (There's been multiple routes where there was still a cluster of buildings located on them) And even if it has to stay a town, there's not really any rule that it shouldn't feel empty, y'know? Different towns and cities all have their own atmospheres to create, and maybe "quiet riverside town" could suit this one just fine-depending on what you're needing for your story, of course.

Am I correct in guessing that this is the starter town of your region? (Kinda looks to have the player house+rival house+lab setup) You might be just fine with this amount of buildings-there's typically not that much more in the player's hometown, and in games where there is a lot, it's often because they begin in a big city. So instead of buildings, maybe fill up the space with small, ornamental stuff-maybe patches of flowers here and there, or NPCs wandering the town. (Those islands could even have a couple fisherman hanging out on them)

Rookie

I think you did quite well for a first map! The borders where the water meets land have a very nice feel to them, almost like the natural curves a boundary like that would make! (I say "almost" only because there's no way to make it quite that realistic with a grid-based design, lol)

I agree that it does feel rather empty for a town, but I think it doesn't even have to be a town if you'd be willing to repurpose it. (There's been multiple routes where there was still a cluster of buildings located on them) And even if it has to stay a town, there's not really any rule that it shouldn't feel empty, y'know? Different towns and cities all have their own atmospheres to create, and maybe "quiet riverside town" could suit this one just fine-depending on what you're needing for your story, of course.

Am I correct in guessing that this is the starter town of your region? (Kinda looks to have the player house+rival house+lab setup) You might be just fine with this amount of buildings-there's typically not that much more in the player's hometown, and in games where there is a lot, it's often because they begin in a big city. So instead of buildings, maybe fill up the space with small, ornamental stuff-maybe patches of flowers here and there, or NPCs wandering the town. (Those islands could even have a couple fisherman hanging out on them)

Wiki Dweeb

I think it's off to a great start! You've done a really good job including little decorations throughout the map that give it character without being overwhelming!

I think the only thing I would add is that the trainers are kind of positioned in a way where the player would actively have to seek them out to battle them. Apart from the guy by the cave and the blond girl in the grass, everyone's looking away from where the player would typically travel through, so the player would have to actively get in front of them to start a battle, while most games make the player work more to avoid battles. (Of course, this being a still image, I have no idea what movement you have planned for them)

Rookie

Thank you for your reply ! I had trouble rendering evnents with my screen capture script, so that's why most of htem face downwards, but the youngster, the backpacker and the first guy on the beach will be facing the player and you will have to battle them.

Wiki Dweeb

I think it's looking pretty good so far! I like how you have different kinds of houses that still seem to fit a style together-it feels more realistic than the typical uniform buildings!

I do notice a couple things I would change, though:

Most of your buildings have paths leading to their doors, but two of them don't. (The middle one on the left and the lower one on the right)

The building on the upper right's path is formed just by being on the path, while the other buildings are off of it. I think it'd fit better being pushed back just a tad. (there's even some space with the tree line's gap there)

That color scheme seems pretty neat! (I'm a big fan of tiles that vary from the typical colors in routes-I know it's not often realistic, but I think adding color and fantasy elements is more enjoyable than staying realistic the whole time)

I think the gap between your maroon floor and grey floor tiles is a bit jarring, though. I know it's important to have tiles you don't walk on be clearly distinct from the ones you do, but it seems odd to have a totally different color like that. I'd personally just use a grey darker than the tiles you walk on-it'd look more like the ground is the same throughout the forest while still making it clear which parts aren't accessible.